Sivut

January 16, 2015

Happy new year, interplanetary warlords! It's been a hectic beginning of the year for us. Lots of planning and meetings to see how we're proceeding with the development of the game.

As you may have heard, we've had long-time plans to get the final release version out sometime in the first half of 2015. There's still a lot to do so we're pulling out all stops and developing like crazy! We won't be able to put out updates as regularly as we've used to; wrapping the game up every now and then to release something playable can take a bit too much time. We're don't know yet how many big feature updates we will have between now and the eventual release, but we will have a big one for sure and smaller ones as needed.

Even though we've had to lock in the schedule pretty tight, we're still listening to all the feedback you have! Keep it coming, there are still many ways you can help steer the development, from bug reports to feature requests.

New health bars, now in fresh green, refreshing orange and dumb old red!

Patch 7.2: New Year, New Patch

To kick off 2015, we've been doing some patching. The AI had been a bit naughty during the holiday season, bending the rules and hogging multiple superweapons for itself! We now took its toys away to level the playing field. There are also lots of other fixes, UI improvements and hopefully the complete eradication of a couple of crashes.

Some players have reported the game still getting stuck in-between turns. We've suspected for a long time that this could be due to some unexpected player behavior with missiles and lasers. To counter many possibly problems, we've changed it so that if you target a missile or a laser and don't complete the targeting by selecting the target on the planet surface, the weapons in question do not fire. Similar problems were also caused by the ability to upgrade a building and then sell it during the same turn. This should also be fixed now.

Hey, don't forget about the Codex! There's some new stuff.

Here's a proper change log to give you a good idea on the scope of this patch:

Interplanetary Patch 0.7.5470_EAC_7.2

AI can now only build one superweapon of each kind, as intended

Missiles and Lasers do not fire anymore if targeting is not properly finished

Upgrade related turn processing bug fixed.

City health bars now update properly on city icons and population bar

Hotseat victory conditions fixed

Intelligence View no longer cycles through dead planets

Building health bars now change color according to the damage level

Added scaling indicators to health bars

Codex updated

Minor AI fixes

Online Lobby UI fixes

Enjoy! If you want some more development updates, you can check out our Twitter and Facebook. For some more exclusive things (but not spammy, we promise!), you can sign up for the mailing list at www.interplanetarygame.com.

December 19, 2014

Happy holidays from all of us at Team Jolly Roger! We're about to disperse for a little while and have a quick break, but before that, we have some little news for you:

Patch #7.1: Holiday Cheer for the AI

We've had loads of good feedback about the AI update last week. Many thanks to everyone reporting bugs and just giving general suggestions!

After doing some testing, we've managed to push out a little patch that should fix a couple of issues that the absolutely massive update brought with it. Unfortunately, we didn't manage to include AI bots for online matches yet. That's definitely coming in the next update, though.

Everything went so nicely, until the AI decided that it wanted to spawn hundreds of weapons on top of each other.

December 11, 2014

Well, not really. The AI is just the glorious tip of the iceberg of all the features we're putting out this update! It's a huge, huge splash of pure wonderfulness. Details to follow:

Update #7: The AI

The single most requested feature we've been asked for has been the single player AI. The second most requested thing has been to fix all those annoying issues with online play. Finally, after long and arduous work, we've managed to deliver and fix both of these issues! Must be some of that holiday spirit magic.

We're so happy to at last be able to add AI bots for the players to use in Single Player mode. Bear in mind, though, that the AI is still in development, even though we release it now to the public. It works pretty nicely, but there are no difficulty levels yet and there's a whole bunch of testing to be done. Looking forward to hearing your feedback!

Pretty spiffy.

With the help of the AI, people with connection difficulties can now also have some Interplanetary fun. Although, they probably could have it anyway now, since we also went and fixed the networking! All the previous connection issues should now be gone and mobile networks (in addition to all kinds of other connection types) are now supported. There's a bit of a downside to this, however, as we had to temporarily disable LAN features due to the new networking structure. LAN will be back, though, so no worries.

To help us with bug hunting and game design, we've added an optional and anonymous Game Analytics data collector. It collects non personally identifiable bug reports, hardware configurations and gameplay data, such as session length and most popular weapons. All this helps us a huge amount at identifying problems in the game. You can choose in-game whether or not you want to participate in this.

As if that's not enough, we've redone a lot of the UI. It's still a work in progress, but things should work more fluidly and look a bit prettier. There are also some bug fixes and minor changes included, but you can check out the full changelog to get a better idea on what's different:

Also, lasers got their act together and look nicer too.

Interplanetary Version 0.7.5394_EAC_7

Simple Single Player mode with early AI bots added.

Networking overhauled.

All previous online connectivity issues should be fixed!

Mobile broadband connections (and all other kinds of obscure things) now supported.

October 1, 2014

To ease the wait until the next proper update (it'll be a doozy!), we decided to put out a little patch to fix some big annoyances.

First of all, we've begun a great networking overhaul, one that should fix a huge amount of the current problems with online play. While the results are still a couple of updates away, today's patch contains an important network fix, sort of as a teaser of things to come: the turn processing fix!

There's nothing quite as aggravating as having your game crash in between turns because of some random reason. That random reason turned out to be lasers. Due to some hitbox weirdness, a laser blast would sometimes not reach the planet surface at all, causing the game being confused and calculating the attack forever. This should now be fixed.

Lasers, nature's little troublemakers.

Next on our list of fixes is something many of you have been waiting for: the structure graphic/intel fix.

A while ago we made an experimental intel system change that allowed players to see the locations of enemy structures, but not any of the details. This turned out to be pretty unpopular, so we're hereby changing it back! As of this patch, all the city graphics and building graphics will be hidden unless the player has enough intel to see them. Because of this change, we also made a couple of balance tweaks, mainly having to do with beefing up the targetable weapons and nerfing defense buildings to account for this added layer of defense.

That's all the big changes now, but do check out the detailed changelog for every little thing.

Interplanetary Version 0.6.4981_EAC_6.6

Fixed online games crashing at turn processing due to Laser weirdness

City and Building graphics are now visible only if the player has enough intel

Camera now centers on the player planet when entering Targeting View

Material production upgrades changed to consume Planet Material

Cities now get destroyed when population reaches 0, as opposed to 1/6 of maximum

Sun gravity increased

Laser effects made slightly more visible

Defense building Visibility increased

Railgun Visibility slightly decreased

Missile Population damage increased

Laser Population damage increased

Defense Energy consumption increased

Upgradeable Intel amount for Data Security Hub decreased

Upgradeable Counterintel amount for Telescope Array decreased

And what better way to celebrate the patch than...

The previous Whack-a-Dev turned out to be so cozy, we thought of having a home-broadcast again. So, catch the whacking stream on our Twitch channel and join the discussion in the chat. Just like the previous time, a couple of us will be playing a match or two of Interplanetary and chatting around, answering the questions you post in the chat.

And, as always, for every dev you manage to defeat we release free Interplanetary Steam keys into the world. You can follow the giveaway at our Twitter and Vkontakte pages.

August 1, 2014

Once again, we a delivering a fresh Interplanetary update with some new and interesting stuff. Nevermind the shortness of the changelog, it's pure business! Let's look into it.

What's New?Good news for all of those sick and tired of waiting for long
turn-processing. With the latest action phase optimization,
turn-processing should go a lot faster! Down with the waiting!

To
add some depth to the building phase, we are introducing a Building
Upgrade Mechanic. This is what all that tweaking in the last update was
building up towards.

Each structure now has two upgrade slots on
their info window. Clicking on them allows you to buy upgrades that will
boost the stats of the building. Want some more "oomph" to your
railgun? Buy some damage boosts or AOE upgrades!

Be careful,
though; once you fill the upgrade slots, you won't be able to add any
more upgrades to that building or delete the ones you've added.
Specialize accordingly.

For starters, there will only be a couple
of basic upgrades available and just two slots for each for each
structure, so play around with them and let us know what you think!
We'll be waiting for your suggestions for future upgrades or system
changes. The upgrades will get more diverse further on and most of them
will be tied to the tech-tree.

Interplanetary Version 0.6.4390_EAC_6.5

Building Upgrade mechanics added

Turn-Processing time greatly improved

That's about it for this time! Check out the update and don't forget to let us know what you think.

As for the Whack-a-Dev, everything so far seems to be on schedule and you can expect it on August 9th, 6pm GMT/11am PDT. In the meantime you can learn to use the new upgrades efficiently and
blast us into oblivion when the time comes! Looking forward to it! Interplanetary is available on Steam Early Access

July 11, 2014

Once again, it's time to send a new update out into the big world. Good luck out there, try not to break down immediately! Like that ever happens, heh...

Features

This time we've updated in a couple of small features that serve as a base for something a bit bigger that's coming in the future.

First we have a new window for interacting with buildings. When clicking on a building, you'll now be greeted with a lot more info than previously. The functionality remains the same currently, but you can now easily see the numerical values of building health, visibility and production, for example. Makes it a bit easier to utilize advanced strategies.

If that's not enough data for you, we're now introducing the Interplanetary Codex. It's an ever-growing in-game database of all things Interplanetary. You'll be able to use it to dig deep into building stats, for example, or just read about the real life functionality of railguns. More entries will be coming with time, so stay on the lookout!

Since we're opening the hood a little bit and letting you in on the number crunching, feel free to comment on any values that you feel should be different. We obviously appreciate outside opinions; why be in Early Access otherwise?

Aah, more reasons to showcase the awesome 2D art.

These are the main features introduced in the update, but there are still plenty of smaller things and tweaks in there. Check out the changelog for more!

Interplanetary Version 0.5.4183_EAC_6

Codex

New Building Window

Misleading city lights removed from planet surface

Balance changes

Railgun damage increased

Asteroid Diversion damage increased

Weapon targeting angles decreased

Projectile minimum targeting velocity decreased

Planet speeds increased

Non-player planet sizes increased

Solar Laser distance from the sun decreased and standardized

Missile homing range decreased

Kinetic Defense range decreased

Shield Defense range slightly decreased

Mine visibility decreased

Defense visibility decreased

Science requirement for some technologies increased

Build Energy costs increased for Mines, Defenses and Intel buildings

In Other News

You remember Whack-a-Dev, right? That's the event where members of Team Jolly Roger host games of Interplanetary and duke it out against the players. This Saturday we're changing it up a little bit with a surprise guest: the Interplanetary AI! We're letting the players to have a little sneak peek, by letting the AI do the battling for us, under our supervision.

June 19, 2014

The time has come again for Interplanetary update! This time you're up for some graphical additions, a new place for chatting and something to trade. So, let's get to it.

What's new?

You might have guessed from the update title that the biggest news on
the block is the newly installed lobby chat. Now you can chat not only
in the game, but also in the game room lobby.

On the graphics side: another planet has been added for you to play with
- the beautiful and warm Noxious. In addition to that, there are plenty
of new non-player planets and suns. It makes this the official debut
appearance of the famous Blue Sun.

And for dessert - Steam trading cards for Interplanetary are now ready to be traded any time!

Gotta catch 'em all!

Interplanetary Version 0.4.4061_EAC_5

Lobby Chat

New Player Planet: Noxious

New Planets and Suns

Steam Trading Cards, Badges and Emoticons

Defense Building Visibility Decreased

That is all for this time. Enjoy the updated Interplanetary and don't forget to leave your comments and opinions in the survey form!